26 lines
434 B
GLSL
26 lines
434 B
GLSL
#version 440
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layout(location = 0) in vec4 pos;
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layout(location = 1) in float t;
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layout(location = 0) out float vT;
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layout(std140, binding = 0) uniform buf {
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mat4 qt_Matrix;
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vec4 color;
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float qt_Opacity;
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float size;
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float spread;
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};
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out gl_PerVertex { vec4 gl_Position; };
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void main(void)
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{
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vec4 adjustedPos = pos;
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adjustedPos.y += (t * size);
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gl_Position = qt_Matrix * adjustedPos;
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vT = t;
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}
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